Karatana
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NAB jet pack - 2010/09/04 13:57
So I remembered that thread a long time ago where somebody (I don't remember who) suggested a dual-wielding mod and a jet pack for NAB.
Well, I think the dual-wielding mod is a long ways off yet, but I just started working on the jet pack last night. So just as a heads-up, Rajada, you will be getting plenty of emails asking how to do one thing or another.
And while we're at it, does anybody know how to spell "jet pack"? Is it really "jet pack"? Or "jetpack"? "JetPack"? "Jet Pack"? "Jetpack"? "Jet pack"?
-Karatana

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Jaf630
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Re:NAB jet pack - 2010/09/04 23:00
Really, you're working on it? Hows it coming so far? Man, that'll be awesome for online
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Rajada
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Re:NAB jet pack - 2010/09/05 00:01
I want to say Jet Pack, because they're based on the words jet and pack, not something that would be combined for syntax... but IDK for sure.
So just tell me this, are you experienced in some kind of coding language? If not don't fret, just curious and I will be happy to help as much as I can either way.
How to play NAB...

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Jaf630
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Re:NAB jet pack - 2010/09/05 15:59
And if I can ever be of use, just ask. I cant do much, but I'll try.
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Karatana
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Re:NAB jet pack - 2010/09/05 20:36
Well Rajada, I know a fair amount of C++, and from looking at the Unreal code it looks a lot like C++, which should make it a bit easier.
And Jaf360, it would be great if you could help beta test. (Whenever we get a beta working.)
-Karatana

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Rajada
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Re:NAB jet pack - 2010/09/05 21:30
Ah schweet, maybe you can help us code the new updater. XD JK But seriously C++ knowledge will REALLY help. UnrealScript is based on C languages, with some custom functionality thrown in to make it well, ya know a game. 
Post edited by: Rajada, at: 2010/09/05 21:31
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Karatana
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Re:NAB jet pack - 2010/09/07 00:45
Out of curiosity, just what language IS used to make the updater?
Oh, and at least one thing about this jetpack is that the pickup sound practically chose itself. It's the sound effect that can only be written as EEEEEEEYYYYYYYAAAAAAAHHHHHHOOOOOOOOO!!!! I laugh every time I hear that one.
-Karatana

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Rajada
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Re:NAB jet pack - 2010/09/07 04:42
You could insert code into it that detects if the pawn is 'bFemale' (a bool value) and if so plays the female yahoo SFX.
The updater is written in C or Java I believe, IDK for sure.
Do you want me to try to help make it at all? I think I can rework the skin a bit at least, and at most get you a basic class defined for it. We may need to do some tests with physics, depending on if this is gonna be a one boost with lowered descent rate thing or a 'cheat flying' kind of thing.
Post edited by: Rajada, at: 2010/09/07 05:13
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Karatana
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Re:NAB jet pack - 2010/09/07 17:12
Yeah, I like the idea of the bool value. How would I do it?
I would appreciate the reworked skin, but don't forget that I have to do something here too. I think I'll try to make the class myself, now that I know that you have to compile the code with F7.
I think that the "cheat flying" thing would be better, but would the bots actually have the intelligence to use it?
-Karatana

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Rajada
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Re:NAB jet pack - 2010/09/07 17:37
Mmmm... with bots its always a toss up... they'd probably remain mobile, But I can't say they'll use it intelligently.
The single jump idea is more like jump jets than a jet pack, but you'll have to consider that cheat flying is going to give people access to areas they are not supposed to in maps, and may cause them to crash into things like cloudzones and invisible BSP.
And this in your code ought to do it...
| Code: |
var() sound MaleSound;
var() sound FemaleSound;
function Touch( actor Other )
{
local Inventory Copy;
if ( ValidTouch(Other) )
{
Copy = SpawnCopy(Pawn(Other));
if (Level.Game.LocalLog != None)
Level.Game.LocalLog.LogPickup(Self, Pawn(Other));
if (Level.Game.WorldLog != None)
Level.Game.WorldLog.LogPickup(Self, Pawn(Other));
if (bActivatable && Pawn(Other).SelectedItem==None)
Pawn(Other).SelectedItem=Copy;
if (bActivatable && bAutoActivate && Pawn(Other).bAutoActivate) Copy.Activate();
if ( PickupMessageClass == None )
Pawn(Other).ClientMessage(PickupMessage, 'Pickup');
else
Pawn(Other).ReceiveLocalizedMessage( PickupMessageClass, 0, None, None, Self.Class );
if(Pawn(other).bIsFemale)
PlaySound (FemaleSound,,2.0);
else
PlaySound (MaleSound,,2.0);
Pickup(Copy).PickupFunction(Pawn(Other));
}
}
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Then plug the two yahoo sounds into the default properties.
Post edited by: Rajada, at: 2010/09/09 16:43
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Rajada
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Re:NAB jet pack - 2010/09/07 18:11
Bad news, cheat flying's invulnerability cannot be overridden and bots cannot cheat fly at all so we may not be able to do that after all. Unless of course I code an entirely new physics state into the code for pawns, which would mean recompiling core files and redistributing them.
Okay this is what I'm thinking...
-Jet Pack is limited by a fuel variable that refills at a constant but slow rate.
-The JetPack will subclass weapon so that it can be switched to.
-Using similar code to the MegaJump, one can jump (without needing to be switched to the JetPack weapon) and this will result in a high jump with high air control, a "WOOSH" sound effect, a great loss of fuel (around 15%) and a puff and/or trail of smoke.
-If you switch to the weapon version, once can fire at the ground (which would create a visible flame effect) to more precisely hover or change altitude.
-If you run out of fuel in midair you would begin falling again.
-Theoretically, I could attach a mesh (wouldn't HAVE to be the MegaPower mesh) to the backs of the players the same way the Watermelon Gun in RajArena2 sticks watermelons that score an accurate headshot.
Tell me what you think of that, because I could see all that working quite nicely.
Post edited by: Rajada, at: 2010/09/08 01:17
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Rajada
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Re:NAB jet pack - 2010/09/08 01:32
Did a slight modification to your skin, gave it some color, technically we could use an entirely new mesh.
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Karatana
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Re:NAB jet pack - 2010/09/08 13:25
Rajada wrote: Bad news, cheat flying's invulnerability cannot be overridden and bots cannot cheat fly at all so we may not be able to do that after all. Unless of course I code an entirely new physics state into the code for pawns, which would mean recompiling core files and redistributing them.
Okay this is what I'm thinking...
-Jet Pack is limited by a fuel variable that refills at a constant but slow rate.
-The JetPack will subclass weapon so that it can be switched to.
-Using similar code to the MegaJump, one can jump (without needing to be switched to the JetPack weapon) and this will result in a high jump with high air control, a "WOOSH" sound effect, a great loss of fuel (around 15%) and a puff and/or trail of smoke.
-If you switch to the weapon version, once can fire at the ground (which would create a visible flame effect) to more precisely hover or change altitude.
-If you run out of fuel in midair you would begin falling again.
-Theoretically, I could attach a mesh (wouldn't HAVE to be the MegaPower mesh) to the backs of the players the same way the Watermelon Gun in RajArena2 sticks watermelons that score an accurate headshot.
Tell me what you think of that, because I could see all that working quite nicely.<br><br>Post edited by: Rajada, at: 2010/09/08 01:17
I like the idea of the fuel variable. And I assume we want a new icon for the bottom right of the HUD that looks more like a jetpack. I may be able to make that.
I was thinking of a trail of smoke. We could just borrow the smoke trail that the TS rockets use.
Would the visible flame effect caused when firing at the ground be visible from first person?
The idea of attaching the mesh to the backs of players would be really good, but if you want to use a mesh other then the Mega Power, you will probably have to make it, because I do not have a modeling program. And would the mesh on their backs be visible only when they had selected the jetpack?
And I like that new skin. Now that looks like a jetpack!
Post edited by: Karatana, at: 2010/09/08 13:29
-Karatana

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Karatana
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Re:NAB jet pack - 2010/09/09 13:22
I got an error on that bool code.
var() sound MaleSound; var() sound FemaleSound;
function Touch( actor Other ) { local Inventory Copy; if ( ValidTouch(Other) ) { Copy = SpawnCopy(Pawn(Other)); if (Level.Game.LocalLog != None) Level.Game.LocalLog.LogPickup(Self, Pawn(Other)); if (Level.Game.WorldLog != None) Level.Game.WorldLog.LogPickup(Self, Pawn(Other)); if (bActivatable && Pawn(Other).SelectedItem==None) Pawn(Other).SelectedItem=Copy; if (bActivatable && bAutoActivate && Pawn(Other).bAutoActivate) Copy.Activate(); if ( PickupMessageClass == None ) Pawn(Other).ClientMessage(PickupMessage, 'Pickup'); else Pawn(Other).ReceiveLocalizedMessage( PickupMessageClass, 0, None, None, Self.Class ); if(Pawn(other).bIsFemale) PlaySound (FemaleSound,,2.0); else PlaySound (MaleSound,,2.0); Pickup(Copy).PickupFunction(Pawn(Other)); } }
The bold line is where I get the error:
Bad or missing expression in 'if'
-Karatana

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Karatana
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Re:NAB jet pack - 2010/09/09 13:26
Rajada wrote: Did a slight modification to your skin, gave it some color, technically we could use an entirely new mesh.
Do you have any ideas on what the new mesh would look like?
-Karatana

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